Idea: I'm Hit! Man Down!

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[SixPack]Ghost

War doesn't have rules, only objectives.
Feb 4, 2005
2
0
0
54
Midwest USA
xsorbit27.com
My Conclusion to added realism

I think when you're hit it should jump you out of aim mode to hip shooting, and I think loudness effects should deafen you from Minimi, RC.50, and grenades, also maybe have grenades knock you flat (like feign death).
 

{GD}Ghost

Counter Terrorist Operative
Mar 25, 2001
1,453
1
38
Classified
home.attbi.com
[SixPack]Ghost said:
I think when you're hit it should jump you out of aim mode to hip shooting, and I think loudness effects should deafen you from Minimi, RC.50, and grenades, also maybe have grenades knock you flat (like feign death).

I think the severity of the player's reaction to being hit should be based on the amount of damage taken. For example: after taking a round or two, the player goes from aim to hip or if already hipped, they have to reselect their weapon via their weapon switch key. After taking heavy damage, they are knocked to kneeling if the damage taken isn't enough to "kill" them.

I have mixed feelings about the feign death effect for grenades that don't actually kill the player, though I am not opposed to it.
 

NTKB

Banned
Aug 25, 2001
2,858
0
0
New Jersey, U.S.A.
I believe the following damage system would simulate real life the best:

When a hit is acheived, it is given a damage rating based on muzzle velocity, distance, bullet weight and other factors. After a damage rating is assigned, a location where the bullet struck is assigned this damage. The damage then passes on to armor and then body.

Their is two different systems that damage effects. Blood system and your organ system. Blood is universal, if some areas sustain light wounds little blood will be dealt. If an area like the chest or torso is struck, bleeding may even continue past the initial damage phase. Secondary effect of a hit depends on the area struck. Head area is instant death, while a chest shot will yield you a possible grevious blow. Wounds can range from light to critical and each stage is divided by a hit point system for each area.

Hence, if a DE.50AE does 50 points of damage on an open exposed arm, it has a chance of doing anywhere from a light wound (20-25 damage) to a serious injury (75-80). Blood loss will be minimal but a serious injury here might cause some bleeding and continuation of blood loss. Now a chest wound of the serious caliber will cause pretty rapid death since you allready sustained 75-80 damage to the chest. You will definately be bleeding and breathing will be difficult. If you sustain multiple wounds across the body, you can suffer stacking penaltys such as poor aim (from improper breathing) and slow movement (from a leg wound) and also have lost alot of blood.

With this system it is possible to engage multiple opponents and win, by injuring a target and then proceeding to kill the second or even more targets, you severly handicap the possibility of the first target (supposidly the one targeting you) of striking a blow back upon you before decapitating him. Split seconds can matter in a gunfight when facing mulitple opponents.

I think you get the idea of where I am going with this. If that sort of damage system were implemented with INF style aiming and stamina with better momentum I would be in heaven. :tup: